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The Diadem ([personal profile] thediadem) wrote2025-07-07 03:46 pm

STORMKISSED ∞

Stormkissed ∞
Cosmic Character Bonds
Jump ⇅ :: How it WorksWhat It Does
Overview
Bonding, or becoming stormkissed, can happen when individuals share an intense experience, typically during a cosmic storm (a cosmic-related game event) but not always. So named for individuals who were "kissed by the storm," the bond is always deep, but can be either platonic or romantic, or some combination. Much like the Diadem itself, its nature is mutable, shifting with the subconscious wants and desires of the connected individuals.

Stormkissed bonds aren't well understood. While there are some old and vague recollections of such bonds, there is no record of any recent bonds...until now.

Beginning in the summer of August 125, a strange phenomenon involving shared emotions swept the Diadem. Since then, a small percentage of fluxdrifts across the Diadem have been experiencing an growing connection with one or two individuals. These individuals are very emotionally close in some manner. While this usually means they're friends, lovers, or family, this isn't always so. In rare cases, two people with an intense and longstanding rivalry can suddenly find themselves sharing a bond, as well.

Like many qualities of the Diadem, being stormkissed is an effect that waxes and wanes. When the intensity of the relationship fades, often the bond will, too. When that same relationship is rekindled, sometimes the bond will reignite...but other times, it seems to be gone forever.

Only one thing is for sure: the bond is unpredictable and can't be activated on purpose. You don't get to choose whether it happens, how it grows, or with whom. Rather, the bond chooses you.

Overall, the bond should feel good while active, if mysterious. While some characters might have uncertainties at first, they may start to notice that deliberately ignoring the other person over an extended period can make the feelings go away. The main question is, do they really want to turn their back on someone who's become important to them even beyond any bond?


The dynamic nature of the Diadem means the limitations and effects described below might gain new additions down the road depending on how things progress!


How It Works
As players, you can choose who your character bonds with. While you will not be able to bond with everyone at once, the wax-and-wane nature of the bond means that you can ICly explore your options. Committing to a bond one month doesn't mean that's what you must retain for the rest of the game. However, maintaining a bond long-term with another character will allow you to develop it on a deeper level than if you constantly rotate through multiple characters.

Each character can have a maximum of 3 bonds at any one time. In-world, a bond of one or two is most common, but three is not unheard of. However, this doesn't mean that one of the bonds can't fade and be replaced with another. Additionally, a faded bond can be rekindled.

In a bond of two or more, the individuals do not need to all be interconnected. They can be, but they don't have to be.

Example: John has a bond with Bob, Sally, and Adam. Bob has a bond with John, Kevin and Lucy. Bob and John must obviously have a relationship, but there is no need for Bob to ever meet Sally or Adam, nor for John to meet Kevin and Lucy.
Igniting a Bond
In IC terms, a bond with someone else is triggered by an intense shared experience. This could be during a cosmic storm or it can be anything outside of that: fleeing from raiders, saving the other's life, or enjoying a first moment of happiness together. Every bond will begin with a single significant shared experience, whether your characters ever realize it or not.

In OOC terms, for the characters you choose to bond with yours, you will ideally be engaging with them consistently across game events and other aspects of the setting. You will also need to OOCly decide on a scenario that will trigger this effect. The only criteria is that it should mark a key moment or a turning point for the characters' relationship. Other than that, the specifics are up to you.

After the shared experience, the bond will manifest beginning with one or both of the below effects:

  • Characters gain a subtle desire to see their stormkissed partner. The individual is on their mind more often. For instance, they could be shopping and pick up a gift that makes them think of the person, then decide to go see them later to give the gift to them. If they're friends, this sensation is warm and soothing. If they're rivals, the sensation can be more conflicting, but nonetheless feels necessary. An example could be suddenly realizing this person could be helpful in a situation where they might not have thought of them before.
  • Characters gain heightened intuition regarding their stormkissed partner's needs or thoughts. This manifests in small ways, such as calling their partner at the same time their partner was about to call them. They might also coincidentally end up in the same place on occasion, as if subconsciously drawn together.
From there, nurturing the bond only requires regularly interacting with the other person and sharing meaningful moments. What's defined as a "meaningful moment" is entirely up to the players involved. As long as you each agree the events of a thread mean something important to your characters, then it will count. Generally, we just ask that the majority of these moments are visibly threaded out in some manner as game canon.
Ending A Bond
In IC terms, a bond can end for almost any reason. Typically, as long as the characters regularly engage with each other, the bond will persist; however, such cosmic effects are difficult to predict and there are very rare instances where a bond breaks for no reason. The breaking of a bond can be significant to your character or it can just feel like any faded friendship, washing gently away with the waves.

In OOC terms, if a character drops or otherwise is no longer available for the bond, you can personally decide how it will affect your character and what level of intensity you prefer. The loss of a bond does not need to be a traumatic or painful experience for your character. That said, it can be all of those things and more if you want.
What It Does
As the bond develops, it'll grant one or more of the effects below. You're free to pick and choose the effects based on your goals for the relationship. In terms of progression, the intensity and frequency of the effects will be directly related to the strength of the relationship between the two individuals. Some bonds develop much slower than others. Each time a bond fades, characters will need to start over if it's rekindled. However, the bond may progress much quicker the second or third time around.
Emotions
The most common and basic effect is being able to sense a partner's feelings. The more intense the emotion, the more likely it'll bleed over. As the bond develops, two bonded individuals can feel another's emotions across large distances. For instance, if a character's partner is in danger, they could feel sense that person's fear and know something is wrong.
Dreams
Bonded individuals may begin to share dreams. At the start, one individual will simply glimpse small snippets the other's dreams. Gradually, that person can observe more and more. At the height of the bond, they'll be able to actually meet each other in a mutual shared dreamscape. However, this is difficult to achieve and control. Deliberately entering a dream environment together runs a high risk of things going awry within seconds or minutes, and is typically reserved for extreme circumstances. Sharing dreams can peripherally share memories, as well, if elements of the memories are contained in the dream.
Powers & Skills
Bonded individuals can temporarily "share" their powers or skills. This will last only for quick bursts and requires both characters to be in the same vicinity. It is typically triggered unconsciously via intense situations. For example, a character trapped under some rubble could briefly absorb their partner's inhuman strength and free themselves. Or, a character who's never held a gun before could temporarily absorb their partner's sharpshooting skills to escape a bad situation. Conscious use is more difficult to achieve and requires the bond to be well-developed. As for traits, this is more subtle but . For instance, a cowardly character might gain a temporary boost of courage from their much braver partner.
Traits
Sharing traits works similar to abilities and skills in that the two must be in proximity of each other. However, the situation doesn't need to be as intense and the sharing of traits can last for a bit longer than a short burst. For instance, a cowardly character might gain a boost of courage from their much braver partner. While the initial share is temporary, the overall impact could be longer lasting. Someone who has felt what it's like to be braver a few times might begin to develop their own internal sense of courage.